Nine things a domain kept having to invent
ci/woodpecker/push/woodpecker Pipeline was successful

Every change here started life as a workaround in a game and is really
the same finding: a fact about an entity had nowhere to live, so the
domain built machinery around the gap.

  Character.Label / Character.Voice — a tape is a character that speaks
  into the log, not a second spelling of Say. VoiceOf and CharacterLabel
  read them; Say obeys them.

  Game.Do — a real action queue, in order, so a widget can start an
  action. queueAction no longer drops what arrives while the runner is
  busy; it queues it.

  Widget.When + Gated + WidgetVisible — a widget declares when it is on
  screen. Nothing ticks, draws or blocks a click while its condition is
  false, so a HUD is hidden for a cutscene without a wrapper per widget.

  TopBar.NoteVar — the title was already discovered; the note beside it
  no longer needs a domain widget to push it in.

  Game.UseWithFail — the pair nobody authored is content, and belongs to
  the domain, exactly like ExitLook and ExitTake.

  Game.Player / Game.Walkboxes — a scene that names no cast and no floor
  means "the usual", instead of a defaults pass rewriting every scene.

  Game.WindowScale — Run's 4× is now a default, not a decision.

  SceneNav — the dev widget every game was writing.

  Colour text: DrawText paints in the colour it is handed, and GlyphW/H,
  TextWidth, WrapText and ClipText are the library's, not each game's.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-30 22:57:16 +02:00
co-authored by Claude Opus 5
parent 2429ada090
commit 92fc36bdf5
22 changed files with 499 additions and 113 deletions
+18 -4
View File
@@ -25,6 +25,7 @@ func (e *engine) Update() error {
g.Input.poll()
g.transition.update(dt)
g.pumpQueue()
if g.transition.active && g.transition.out {
return nil
@@ -58,10 +59,14 @@ func (e *engine) Update() error {
// race a cutscene that's about to start.
g.tickTriggers()
// Top-down input: the widget drawn last (= registered last) gets the
// click first, then the next-to-last, etc. A widget signals "I took it"
// Top-down input: the widget on the highest layer gets the click
// first, then the one below it, etc. A widget signals "I took it"
// via g.Input.ConsumeLeft / ConsumeRight.
cctx := g.makeCtx()
for _, w := range reversedWidgets(g.WidgetManager) {
if !WidgetVisible(cctx, w) {
continue
}
w.Tick(uictx)
}
@@ -135,7 +140,12 @@ func (g *Game) invokeHotspotVerb(h *Hotspot, verb string) {
return
}
}
g.FlashLine("Nem ehhez.")
if g.UseWithFail != nil {
g.LogAction("> " + verbLabel(g, "use") + " " + sel + " ezen: " + targetLabel)
g.queueAction(g.UseWithFail(sel, h), "useWith fail")
} else {
g.FlashLine("Nem ehhez.")
}
g.Inventory.Select("")
return
}
@@ -190,9 +200,13 @@ func (e *engine) Draw(screen *ebiten.Image) {
drawCharacter(screen, g, c)
}
// widgets in registration order
// widgets from the bottom layer up
uictx := &UICtx{Game: g, DT: 1.0 / 60.0}
cctx := g.makeCtx()
for _, w := range orderedWidgets(g.WidgetManager) {
if !WidgetVisible(cctx, w) {
continue
}
w.Draw(screen, uictx)
}